[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


What makes a hard mode good?
What games do it right and why?
What games do it wrong and why?
>>
lemme think............................hmmm.......................... i dunno lol
>>
New abilities and moves for enemies, increased aggressiveness. Encounters changed to spawn tougher enemies instead basic bitches. But that something obvious that came from the game from OP pic.
I would rather touch the more simplistic approach of increasing HP and/or damage for enemies. Usually it very lame design, but it can be done well like in Firaxis XCOM, where even +1 HP to sectoids on Impossible means that they will now survive a grenade explosion, while on Classic you can always rely on it as a back up plan for the case when you missed a shot.
>>
>>729392959
>what makes a hard mode good?
In the abstract, a good hard mode must be individually tailored to make the player engage with the game and its mechanics in the most thoughtful, skillful, and ultimately most enjoyable way.
>what games do it right and why?
DMC1 DMD is hard to beat for a good hard mode. The reason being, it requires intricate knowledge of Dante's moveset, good Devil Trigger management, awareness of enemy attacks, and quick timing. It puts a lot of pressure on the player, but when it's played well, it's great fun.
I like Gungrave's Kick-Ass difficulty a lot, mostly because it's pretty simple, it just increases enemy aggression and damage, while removing crutch mechanics like the option to use bombs to restore health, so it ties together your performance throughout the entire level.
Doom 2016 has very fun high difficulty modes which also tie together performance throughout the whole level by limiting extra lives or (on Ultra Nightmare) requiring you to never die at all during the stage. The more punishing enemy attacks require more precise movements and quicker responses when dealing with the enemies.
>what games do it wrong?
DMC3 DMD is genuinely a lot worse, purely because it pretty much forces you to abuse the DT explosion if you don't want to face powered up enemies with super armor. This means you have to play in a very specific way a lot of the time that isn't really the most intuitive or fun way like DMC1 had you doing. I don't know why enemy DT changed from a timer to just a count of enemies defeated, but it's a lot less satisfying than the first.
Pokemon BW2 because the hard mode just increases the levels of all enemies, without even increasing their stats or movesets, meaning you just get an EXP boost and there's no other change. A complete failure of a mode.
>>
>>729392959
A good hard mode requires more skill and not simply more time, as many bad hard modes do by merely increasing enemy health etc.
>>
>>729394152
>Pokemon BW2 because the hard mode just increases the levels of all enemies, without even increasing their stats or movesets, meaning you just get an EXP boost and there's no other change.
What? Wouldn't that make it an easier mode?
>>
>>729392959
Ninja Gaiden Black is the only other game that really comes to mind when it comes to this. Every new difficulty changes up encounters, introducing new enemy types, giving bosses minions and switching up the order in which you get your items and weapons.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.